Addressing the topic of turret plating.
So there's been a lot of discussion about turret plating doing nothing and being weak. So I just wanted to state the facts about turret plating so that people get a better understanding of how it works.
> PLATING Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.) > PLATE STRENGTH Turret plating grants 40 armor and magic resist at game start > PLATE BREAKING Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off > BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window. > FALLOFF Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible > > HEALTH 3800 ⇒ 5000 > AD SCALING 4 per minute ⇒ 9 per minute > AD CAP 180 at 7:30 ⇒ 278 at 15:00 > ARMOR & MAGIC RESIST 55 ⇒ 0 (replaced by turret plating) > ARMOR & MAGIC RESIST SCALING +1 per minute ⇒ 0 (replaced by turret plating) > GLOBAL GOLD 50 (unchanged)
ARMOUR AND MAGIC RESIST So the start of the game turrets have now: 40 compared to the 55 that it started with before this patch
5-minute mark (first plating gone): 70 compared to 60
10-minute mark (two/three plates gone): 100/130 compared to 65
14-minute mark (four plates): 160 compared to 69 then plates fall off to 0
EVERY TIME A PLATE FALLS THE TURRET GAINS AN ADDITIONAL TWENTY FIVE ARMOUR AND MAGIC RESIST FOR TWENTY SECONDS.
DAMAGE Damage is pretty much up by a substantial amount. Meaning it is much more risky for enemies to dive you and can be quite rewarding for players to bait the enemy into taking a turret shot. It may even be BENEFICIAL for you to bait your enemy into hitting you so that the turret hits them back, effectively winning you the trade.
GOLD Overall gold for killing a turret before the 14-minute mark is now potentially 1000 gold for an individual (Including the +50 from global gold[250 global]) as opposed to its previous 350 individual gold reward. To compensate for the amount of gold that is given on the outer turrets, the gold of all other turrets have been reduced. In comparison, outer turrets used to give 1050 GLOBAL gold beforehand which is now reduced.
NOW, what is important to note about this? The most important thing to note is that the plating armour bonus only applies for 20 seconds AFTER it has been dealt 1000 damage. Meaning you can kill 1 plate, back off and wait 20 seconds, and that turret will go back down to its lower value (being 70/100/130/160) The idea is that it makes it harder to deal more than 2k damage in a single push, effectively giving you another chance to save your turret once the enemy backs off. Additionally they have given turrets another 1.2k health to make use of the armour which makes it very hard to take the turret before 14 minutes without jungle help.
So how does this impact your gameplay?
Basically how you need to play around turrets now is to win recall timers, every time your enemy is forced to back you are able to harass the turret and hopefully do 1k damage which will net you 160 gold for doing well in lane. If you're losing your lane hard and your enemy is able to push 2 plates everytime they win lane then yes, the new update makes it much more snowbally and easier to take turrets. However having this information in mind, if you are against a lane bully or someone who you feel you cannot go even with, take teleport so that they can't get more than 1 plate per push. If you're playing a champion that IS a lane bully then you pretty much can do whatever you want provided its the smart play to do, and you have more opportunities to extened your lead into the mid game rather than just immediately starting to fall off.
If you're a jungler, this means it is much more important for you to cover your laners turret when they are getting bullied in lane. If you cannot gank for them, this is the least you can do to help.
IS this what we wanted?
Mayhaps, its not actually what players were hoping for, it does technically make laning phase longer in higher elo and rewards good play, but its not the safety net of getting a free farm lane. But at the same time its also what players have been asking for, rewarding you for winning your lane so you can actually have an impact on the outcome of the game when you win laning phase.
So take it with a grain of salt.
TL;DR: Turrets are much stronger against extended pushes, but against multiple timed pushes will give more individual gold and less global gold, and do a substantially more damage making farming under your turret actually viable when behind. Junglers now have the responsibility of covering a lane when their team mates need to back so their laners don't get ahead which can be a nice alternative and way to help your team if you cannot gank for them.